• Title/Summary/Keyword: Reality therapy

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Research of 3D image processing of VR technology in medicine based on DNN

  • ZhaoZhe, Gong;XiaoDong, Li;XiaoYing, Shi;Geng, Liu;Bin, Chen
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.5
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    • pp.1584-1596
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    • 2022
  • According to a survey published in an authoritative journal in January 2020, the globalincidence rate of mental illness is 8.3% for men and 10.6% for women, which indicates thatmental illness has become a globally recognized obstacle. Therefore, specific psychotherapy including mental illness will become an important research topic. It is very effective forpatients with special mental diseases, such as mental illness, to reduce their mental reaction byexposure therapy; the system uses the virtual reality system of medical images processed by learningalgorithm to reproduce the effect of virtual reality exposure method of the high scene of transparent ladder. Compared with the old invasive exposure scene, the results show that theimprovement of both conditions has obvious effect, and the effect of human treatment underthe two conditions is not good. There are obvious differences, which show that virtual reality model will gradually replace the on-the-spot feeling. Finally, with more and more researchers have put forward a variety of other virtual reality image processing models, the research of image processing has gradually become more and more interested.

Physical Functions of Industrial Workers with Chronic Low Back Pain and Changes in Health-related Quality of Life according to Virtual Reality Exercise Program (가상현실 운동프로그램에 따른 산업체 만성요통환자의 신체기능과 건강관련 삶의 질의 변화)

  • Ko, Dae-Sik;Jung, Dae-In;Lee, Sang-Heon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.10
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    • pp.4564-4571
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    • 2012
  • This study performed a virtual reality exercise program for self-back pain control of industrial workers with chronic back pain and analysed their physical function and health-related quality of life relating to industrial chronic back pain. The subjects of the study were thirty chronic back pain patients working for K company and were divided into Nintendo Wii Sports Group made of 15 subjects and Physical Therapy Group made of 15. As variables for physical functions, back strength, flexibility, balance and pain were measured and for the health-related quality of life, SF-36 of each group was measured before and after the exercise program. To compare differences before and after the program, a paired t-test was used and to compare differences between both groups, an independent samples t-test was used. As a result of the test, it was discovered that balance and pain of the both groups were improved statistically significantly. Physical functions of the Nintendo Wii Sports Group were improved statistically significantly in comparison with those of the Physical Therapy Group. The health-related quality of life was improved statistically significantly only for the Nintendo Wii Sports Group. In conclusion, it is suggested that as the virtual reality exercise program had a positive influence on chronic back pain of industrial workers, it should be considered as a home exercise program for back pain control.

Comparison of the Effects of Virtual Reality and Task-Oriented Programs of Balance for the Elderly (가상현실 프로그램과 현실화된 과제 지향 프로그램이 노인의 균형에 미치는 효과 비교)

  • Kim, Jin-Joo;Shin, Sun-Jung;An, Seul-Gi;Lee, Eun-Byeol;Jo, Han-Ul;Paik, Young-Rim;Cha, Jung-Jin;Lee, Hyang-Sook;Noh, Jong-Su
    • The Journal of Korean society of community based occupational therapy
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    • v.3 no.2
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    • pp.33-46
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    • 2013
  • Objective : The purpose of this research is to discuss on comparative assessments between virtual reality and task-oriented programs of balance for elderly. Method : 12 healthy elderly for each program are received twice a week for 6 week period. Changes in balance ability were assessed using Berg Balance Scale (BBS), Timed Up and Go(TUG), One-Legged Stance Test(OLST) and 5 - Repetition Sit-To-Stand test(5R-STS test). Result : All groups were not statistically meaningful differences between pre- and post-program. However, comparative outcomes among three groups were statistically significant in opening the eyes of One-Legged Stance Test(OLST) from the left and right side, and Berg Balance Scale(BBS). In post hoc, shows a statistically significant in both programs with opening the eyes of One-Legged Stance Test(OLST) from left side. Conclusion : Task-oriented programs is more useful and effective clinical methodology for balance excise programs for elderly. In addition, this clinical trial may be easily implemented by elder care facilities.

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The Effects of Virtual Reality-based Exercise on Energy Expenditure during Gait in Chronic Stroke Patients (가상현실을 이용한 재활운동이 뇌졸중 환자의 보행시 에너지 소모에 미치는 효과)

  • Lee, Dong-Yeop;Shin, Won-Seob
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.10
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    • pp.3826-3832
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    • 2010
  • This study was aimed at determining the effect of virtual reality(VR) based exercise programs on energy expenditure during gait in chronic stroke patients. Thirty-two stroke patients were participated for this study. They underwent stroke for more than 6 months and were assigned to a VR-exercise group (n=16) or a control group (n=16). The VR-exercise group executed a rehabilitation exercise three times a week during 6 weeks. The VR-exercise was performed by PS2 for one hour. Control group maintained their usual life without application of exercise. Energy expenditure index(EEI) during gait was calculated from heart rate and gait velocity. After the completion of the VR-exercise, the EEI was decreased significantly (p<0.05). These results showed that the rehabilitation exercise using a virtual reality is effective in the improvement of energy efficiency during gait in chronic stroke patients.

Changes in Young Adults' Static Balance Ability Following Immersive Virtual Reality Balance Training (젊은 성인에서 몰입형 가상현실 균형 훈련에 따른 정적 균형 변화)

  • Seo, Jeong-Pyo;Yeo, Sang-Seok
    • PNF and Movement
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    • v.18 no.2
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    • pp.265-273
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    • 2020
  • Purpose: The purpose of the study was to investigate the effects of HMD (head mounted display)-based virtual reality balance training on static balance in young adults, and whether appropriate balance training can help healthy adults to improve balance ability in daily living. Methods: The study subjects were 14 healthy adults. Subjects received 20 minutes of HMD-based virtual reality balance training 3 times per week for 4 weeks. Static balance was measured before, during, and after training and after one month. Static balance was measured in a total of 8 conditions, and the results were classified as visual (F1), somatosensory (F5-6), vestibular (F2-4), and central nervous system (F7-8). Results: The test results showed no significant difference in pre-training, post-training, and follow-up results under all conditions at Fourier index F1, F5-6, and F7-8 frequencies. For the F2-4 frequency, there was a significant difference before and after training under NC (neutral head position, eyes closed, firm surface) and PC (neutral head position, eyes closed, elastic surface) conditions. The NC condition returned a significant decrease of F2-4 frequency in post-training testing as compared to pre-training, and the PC condition showed a significant decrease of F2-4 frequency between the pre-training and mid-training tests, and between the pre-training and post-training tests. Conclusion: These results indicate that HMD-based balance training can improve balance ability, even in normal adults, and seems especially effective for vestibular function training.

Review for the Curriculum and License Exam of Physical Therapists in the United States

  • Choi, Chi-Whan;Jeong, Yeon-Gyu
    • The Journal of Korean Physical Therapy
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    • v.31 no.4
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    • pp.184-192
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    • 2019
  • Purpose: This study was conducted to review the curriculum and license examination of physical therapists in the United States. Methods: The doctor of physical therapy (DPT) curriculum was evaluated by a review Course Work Tool version 6 (CWT6) data and current physical therapy licensure examination (National Physical Therapy Exam, NPTE) category in the United States. Results: The results indicated that they were required to meet the doctor of physical therapist degree based on 'Guide to Physical Therapist Practice' of American Physical Therapy Association (APTA). This includes general education in the areas of communications and humanities, physical science, biological science, social and behavioral science, and mathematics. A minimum of one course must be completed successfully in each area of general education. Moreover, there should be at least 68 didactic credits of professional education and 22 clinical education credits, which is a minimum of two full-time clinical internships with no less than 1050 hours in total, which were supervised by a physical therapist. Regarding the physical therapy licensure examination, National Physical Therapy Exam (NPTE, 2016) consisted of a physical therapy examination (26.5%), evaluation, differential diagnosis, baseline of prognosis (32.5%), intervention (28.5%), protection, responsibility, and research (6.5%) based on the 'Guide to Physical Therapist Practice'. Conclusion: Based on the study results provided above, it is considered a standard to meet domestic reality as the Guide to Physical Therapist Practice of APTA for South Korean physical therapists.

Comparison of the Effects of Wii Balance Games and Mirror Self-Balancing Exercises on Knee Joint Proprioception and Balance in Chronic Stroke Patients (Wii 균형 게임과 자가 거울 균형 운동이 만성 뇌졸중 환자의 균형 및 무릎관절 고유수용성 감각에 미치는 효과 비교)

  • Sim, Gyeong-seop;Jeon, Hye-seon
    • Physical Therapy Korea
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    • v.24 no.1
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    • pp.30-40
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    • 2017
  • Background: Many studies have reported positive results of the various mirror training and virtual reality games in improving dynamic standing balance and posture adjustment in chronic stroke patients. However, no systematic study has been conducted to compare the effects of virtual reality games and the mirror balance training. Objects: The purpose of this study was to compare the effectiveness of Wii balance games and Mirror Self-Balancing Exercises in improving proprioception of knee joint and standing balance of people with chronic stroke. Methods: Twenty patients with chronic stroke volunteered for this study. The subjects were randomly divided into a Wii balance games group and a Mirror Self-Balancing Exercises group with 10 patients in each group. Each training was performed for 30 mins a day for 4 days. In addition to the balance training, 30 mins neuro-developmental-treatment based routine physical therapy was given to both groups. Proprioception was measured using two continuous passive motion devices, and static balance was measured using a Wii balance board. Dynamic balance assessment tools included the Berg Balance Scale, Dynamic Gait Index, and Timed Up-and-Go test. Results: All measured variables before and after the experimental results showed a significant improvement in both groups (p<.05). Only the improvement of the affected knee proprioception appeared to be significantly greater in the Wii balance game group (p<.05). However, other variables did not differ between the groups (p>.05). Conclusion: The findings suggest that both Wii balance games and Mirror Self-Balancing Exercises may be helpful for improving the proprioception of knee joint and the balance of patients with chronic stroke.

The Effect of Virtual Reality-Based Complex Cognitive Training Program on Cognitive Function, Depression, Digital Divide Reduction in the Elderly: An exploratory study (가상현실(Virtual Reality) 기반 복합인지중재 프로그램이 노인의 인지기능, 우울, 디지털 격차 해소에 미치는 영향: 탐색적 연구)

  • Bit-Na Cho;Pumsoo Kim;Dong-Gi Hong;Min-Jung Kwak
    • Journal of The Korean Society of Integrative Medicine
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    • v.12 no.1
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    • pp.109-124
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    • 2024
  • Purpose : The purpose of this study was to examine the effects of a virtual reality-based complex cognitive training program for depression, cognitive function, and digital divide reduction in the elderly who have not been diagnosed with dementia or MCI. Methods : We enrolled 16 participants who were over 65 years old and not been diagnosed with dementia or MCI. We randomly divided into three groups (A, B, C). Participants underwent an 8-week virtual reality-based complex cognitive training program (60 minutes each session, twice per week). At a baseline, all participants completed questionnaires on general features, depression and cognitive function. After four weeks, all participants completed questionnaires on depression and cognitive function. After the end of the last program, participants conducted questionnaires on depression, cognitive function, and usability evaluation. Results : At the 8-week follow-up, 16 participants completed the program. Compared to the baseline, the average score of cognitive function was increased (from 26.5 to 28.5), although it was not statistically significant (p<.061). There were no significant differences between baseline and post-training evaluations on depression scores. The average score of usability evaluation was 75.56, which corresponds to good. Conclusion : Even though the results showed no statistically significant findings in cognitive function and depression after the virtual reality-based complex cognitive training intervention, this pilot study proposed the possibility of utilizing the virtual reality program as a tool that provides active learning opportunities for the elderly and helps improve their cognitive function through multi-sensory components. Also, the findings of this study suggested a positive reevaluation of the elderly's digital access capabilities while reducing the digital divide. A virtual reality-based complex cognitive training program improved the social network of the elderly. We expect that it will expand in size and help with their social participation of the elderly.

Effect of Virtual Reality Training Focus on ADL on Upper Extremity Function and Activities of Daily Living in Stroke Patients (일상생활에 중점을 둔 가상현실 훈련이 뇌졸중 환자의 상지기능과 일상생활활동에 미치는 효과)

  • Park, In-Hye
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.321-329
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    • 2019
  • This study aimed to investigate the effect of virtual reality training focus on ADL on upper extremity function and activities of daily living in stroke patients. 20 patients with chronic stroke were included in this study. The participants were divided into the experimental (n=10) or control (n=10) groups. Both groups received conventional rehabilitation therapy for 30 min a day, 5 times per week for 4 weeks. The experimental group also performed virtual reality training focus on ADL for 30 min a day, and the control group performed general virtual reality training for 30 min a day. The Fugl-Meyer Assessment (FMA) and Functional Independence Measure (FIM) scores were evaluated before and after the intervention, and both groups showed significant improvement (p<.05). Compared to the control group, the experimental group showed significant improvement in the FMA wrist score and the FIM total, self-care, and sphincter control scores (p<.05). These findings suggest that virtual reality training focus on ADL may have a positive effect on wrist function and overall ADLs compared to that using general virtual reality training in stroke patients.

Design of Virtual Reality Contents for Upper-limbs Rehabilitation Using Kinect Sensor

  • Park, Myeong-Chul;Jung, Hyon-Chel;Kang, Hyun-Syug
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.10
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    • pp.85-90
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    • 2015
  • The purpose of this study is to establish the contents of virtual reality for a patient who suffers from various diseases and needs Upper-limbs Rehabilitation. First, the system provides the movement content to remote patient. Then system is tracking information in the joints by using Kinect Sensor. And similarity comparison of a given content to diagnose the movement of the patient. The tracked movement information is stored in the database with similarity and is delivered to the rehabilitation therapist. The result of this study will enhance the effectiveness and concentration of the rehabilitation therapy and be used as basic data evaluating the function of the Upper-limbs Rehabilitation.